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My score.

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It would be really cool if neighbouring tiles could offer bonuses or penalties to each other, creating some more depth in play and strategy.
Overall, a pleasant little builder with an interesting historical element.

Nice score! I definitely plan on adding proximity bonuses 😎

Thank you!
Looking forward to seeing how this game of yours shakes out.

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I reviewed some of your previous comments, and I like the idea of the Wonders, but I would like to recommend that players build them with components.
ie:  Spend 100 Wood per Wonder Scaffolding component, and you need 5 Scaffolding, plus other similar advanced units of resources to complete the Wonder.
This would allow players to invest in "checkpoints" toward their Wonder without feeling like they're just waiting for all of the Resources to click up to 500 each.  
It might also be cool for the Wonder to be 2x2 hex tiles, so players also have to plan about where they intend to build it.

Some ideas for additional Rare Building types could be the Watchtower.  Build it on Mountains (or maybe Hills?) and it gives you an alert right before an eruption.
And some kind of proximity building which protects adjacent tiles from fires, so long as there is also an adjorning water hex or Aqueduct.

Those are really good ideas!

- Resource "Checkpoints"
- Bigger building
- Buildings with "Special Abilities".

Adding to the idea list, will definitely consider this.

As for the protecting from fires, I first planned to add a fountain building that prevents fires from catching to the nearby tiles. It's tricky to balance because having to take care of the fires is a big part of the game. Maybe on bigger maps it would feel less OP.

Thanks

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Fountain!  Good name.
I think the trick for balancing the Fountain should be twofold:
-A high resource cost
-Some other hazard to manage in the late-game, such as bandits (ie:  The more food production you have, the more likely one or more will be occupied by stealthy bandits.  They won't destroy the tile, but instead just prevent it from generating anything until the player notices and clears them.  The GUI element for the presence of bandts should be very subtle (kind of like how the fires right now are hard to see at night).  In fact, having the bandits only be active during the night could be an important part of differenciating between the Day and Night cycles)

An additional suggestion:  200 (or more) Faith to extend the duration of a session before the eruption.  Maybe even one with an ever-increasing cost.
200, 225, 275, 350, 450, et cetera

I'm definitely thinking about other hazards and maybe even an event system.

I initially planned for extending the duration of the session to cost population, as faith will also be used for a new type of cards, but yeah, the price will increase the more you use it, and it could only be used a certain amount of times to prevent infinite matches.

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This game is really scratching a particular itch for me.

Woha, that's a great score.

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This one took a lot of effort.

I've found that allowing fires to run rampant in the early game so I can farm them for Faith isn't a bad tactic.  I also only purchase Quarries ideally, or Logging Camps if my Lumber is low, and always go for the buildings that are rapid resource generators.

Will you be willing to playtest the next version? I need to improve the balance and your feedback will be valuable! I'll be uploading a new testable version soon.

Absolutely.  This is exactly the kind of game that's fitting in with my tight work-life schedule these days.  Please let me know what you'll need exactly.

How can I contact you with a restricted access key for the playtest itch page? since it's not ready to be shared publicly.